So, I'm guessing this ties into the Vertex paint? I created a mix shader node with two principled shaders, skinlike ya know? One being more red/pink than the other. ANYWAYS. I created a Col attribute with both shaders and painted where I wanted the more red areas to be (In this case it would be the lips and spots on the face). I continued to plug this attribute into the mix shader Fac input.

After doing this, no matter what, both displacement and normal maps are absolutely a pain in the ass because they leave this odd discoloration. If anyone can figure how I can get around this, I would be so happyenter image description here

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  • $\begingroup$ So does it render properly with 1 principled shader? Can we see your normal map texture? $\endgroup$ – kheetor Apr 12 '18 at 9:02
  • $\begingroup$ I'm not seeing the difference. Can you circle the rendered object too? $\endgroup$ – David Apr 12 '18 at 13:25

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